Forge & Field

Developer Task Board

Sprint planning & feature backlog Β· v0.next
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44
Total Tasks
6
Open
38
Complete
7
Bugs
3
Research
5
Open Questions
High priority
Medium priority
Low / Long-term
βš”οΈFeatures23 items Β· 20 done
UI: Replace attack power icon on barracks hero screen
## Description The current attack power icon on the barracks hero screen is dark and hard to read against the background. Needs a more legible, conventional icon. ## Proposed Solution Use a sword icon (βš”οΈ or custom SVG) β€” standard game convention for attack stats. Consider also reviewing other stat icons for consistency: - Sword = attack - Shield = defense - Lightning bolt = speed ## Priority **Low / Polish**
Discord bot: persistent process with button interactions
## Summary Current Discord integration uses ephemeral hook scripts (run and exit) for notifications, approvals, and questions. This works but requires text replies (y/n, option numbers) in threads. Discord buttons (Components V2) provide better UX β€” click to approve/deny, click to select an option β€” but require a persistent bot process to receive interaction events. ## Current architecture - `~/.claude/communicate.py` dispatcher β†’ `discord_approval.py`, `discord_ask.py`, `discord_notify.py` - `discord_session.py` manages one thread per project per session - All scripts are ephemeral (hook invokes β†’ posts to Discord β†’ polls for text reply β†’ exits) ## Proposed - Build a lightweight persistent bot (Python `discord.py` or Node `discord.js`) - Register interaction endpoint for button clicks - Approval messages get Approve (green) / Deny (red) buttons - Question messages get numbered option buttons - Bot receives click events and writes response to a file that the hook script reads - Falls back to text replies if bot is not running ## References - Discord Components V2: containers, separators, flexible buttons - Claude Code Discord Bridge pattern: thread = session, buttons for approvals - OpenClaw pattern: approve/deny buttons with auto-cleanup πŸ€– Generated with [Claude Code](https://claude.com/claude-code)
Add FAQ / Help guide page
Add a help/guide link accessible from the game UI. - For complex games: full guide covering mechanics, strategies, tips - For simple puzzle games: lightweight one-pager with rules and basic tips - Consider using a shared guide template/component across all games Part of cross-game UX improvement initiative.
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Weapon durability / endurance system β€” degradation, repair, or dismantling
Add an endurance/durability stat to weapons. Define behavior at 0 durability: - Weapon becomes unusable until repaired (for a resource cost) - Magic weapons lose potency as durability drops - Player can dismantle broken items for crafting resources
featuresystem
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Weapon level tiers (1/2/3) stacked on top of rarity (common/uncommon/epic)
A weapon should have both a rarity tier and a numeric level, e.g. 'Epic Longsword Lv.3'. Define how level interacts with stat scaling and upgrade paths.
featuresystem
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Hero health & endurance system β€” fatigue from expeditions
Heroes should accumulate fatigue/endurance drain as they complete expeditions. Introduce potions and a resting mechanic to restore health and endurance between runs.
featuresystem
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Weekly event chests & daily quest bonuses
Add limited-time event chests tied to week-long events. Daily quests (e.g. 'complete 3 expeditions') grant bonus loot on completion. Event chests should contain themed or exclusive rewards.
featuresystem
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Daily & timed loot chests β€” tiered by cooldown to drive engagement
Implement multiple chest tiers with different cooldown timers and reward scales: - Small chests β€” 4–6 hour cooldown (potions, minor resources) - Medium chests β€” 12 hour cooldown (weapons, more resources) - Daily chest β€” 24 hour cooldown (best loot: gear, special items) Rewards should include potions, weapons, and crafting resources.
featuresystem
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Expedition consequence model β€” partial rewards, stat degradation on failure
Define what a failed or partial expedition means: hero health loss, weapon endurance drain, reduced loot, or a combination. Implement consequence application and surface results in the result screen.
featuresystem
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Titles / epithet system β€” event-earned titles with small hero bonuses
Implement earnable titles (e.g. 'Aldrich the Quick', 'Aldrich the Straw', 'Aldrich the Cunning'). Present three choices per title unlock. Each title grants a small passive bonus to the hero.
featuresystem
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issue in forge and field where when you sell items in bulk it doesn't sell in event tracking. so my daily event task ...
issue in forge and field where when you sell items in bulk it doesn't sell in event tracking. so my daily event task to sell 5 items doesn't update when I bulk sell --- *Auto-created from channel feedback on 2026-03-24*
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Add PWA manifest icons for home screen install
Add proper PWA manifest icons so the game displays a polished icon when added to iOS/Android home screens. - Include icons at standard sizes (192x192, 512x512 minimum) - Ensure `manifest.json` / `manifest.webmanifest` references them correctly - Test on both iOS (Add to Home Screen) and Android (Install App prompt) Part of cross-game PWA polish initiative.
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Design: Multi-hero party events
Are there planned expedition or combat events that require multiple heroes? If so, the expedition UI should support party composition. Related issues: Cancel expedition, second hero unlock. This is a design decision that needs discussion before implementation.
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Design: When does the player unlock a second hero?
Define the trigger/milestone for second hero unlock β€” commander level, story progression, in-game purchase, etc. Document and implement the unlock flow. This is a design decision that needs discussion before implementation.
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Expedition summary β€” discovery callout
If a discovery was made during an expedition (new area, item, lore, etc.), it should be clearly surfaced in the expedition summary screen. Consider a dedicated animation or highlight moment for the reveal.
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Creature loot drops (passive)
Creatures should periodically drop loot during gameplay, influenced by a Luck stat or skill. Drops can include standard items or monster-specific unique drops. Bosses should always drop a loot crate/chest weighted toward rarer items.
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Locked content: show unlock requirements on tap
Bosses, expeditions, and map areas that aren't yet available should show a brief, styled callout when tapped β€” e.g. "Expedition locked Β· Requires Commander Lvl 5" β€” rather than being silently unclickable. Keep it short, descriptive, and on-brand.
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Cancel expedition button
Add a cancel/abort option for active expeditions to handle mis-clicks. Include a brief confirm prompt to prevent accidental cancellation.
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Multi-select item styling β€” replace checkbox with themed indicator
The current checkbox in the top-left of selected items feels generic/out of place. Replace with a stylized selection indicator (glow, rune mark, corner highlight, etc.) that matches Forge's visual language. No generic checkboxes.
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Inventory filter & sort controls
Add filter and sort controls to the inventory screen. **Sort by:** rarity, level, type **Filter by:** item type, rarity, level range UI should match existing Forge design patterns.
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Daily counter resets at midnight PST
Ensure all daily counters and timers reset at 12:00 AM Pacific Time. Account for PST/PDT daylight saving transitions so the reset time is consistent for players.
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Loot crate opening animation + contents pop-up
When a loot crate is opened, show a reveal-style animation followed by a pop-up displaying exactly what was inside. Should feel rewarding and match the Forge visual style.
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Season countdown timer β€” add minutes and seconds
The existing season countdown timer should display `DD:HH:MM:SS` format for urgency and polish, especially in the final hours of a season.
πŸ”¨Bug Fixes7 items Β· 7 done
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Fix inconsistent expedition reward pop-up β€” always show result screen
Reward/victory screen should reliably appear on every expedition completion. Investigate why it sometimes doesn't trigger. On failure, display a 'Failed' screen showing what was lost (resources, hero health, weapon durability, etc.).
bugux
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issue in forge and field where when you sell items in bulk it doesn't sell in...
issue in forge and field where when you sell items in bulk it doesn't sell in event tracking. so my daily event task to sell 5 items doesn't update when I bulk sell --- *Auto-created from channel feedback on 2026-03-25*
bug
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Bug: Extra craft slot from hero skill not rendering
## Description A hero gained a skill that grants an extra craft slot. After acquiring the skill, no additional craft slot appeared in the UI β€” still only 3 slots visible. A third slot had previously appeared after an earlier fix, so this may be a regression. ## Investigation Notes - Verify whether slot data is being saved to state but not rendered - Check if the hero skill bonus is not being applied to the slot count at all - Previously working β€” possible regression ## Priority **Medium**
bug
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Bug: Bulk sell not counting toward daily event
## Description When selecting multiple items and selling them as a bulk action, the transaction does not increment the daily event counter. Selling 5 items in bulk registered as 0 progress toward the daily event goal. **Expected:** Each item sold (or the bulk sell action itself) should count toward the daily event. ## Repro Steps 1. Select 5+ items 2. Bulk sell 3. Check daily event progress counter 4. No change registered ## Priority **High** β€” blocks daily engagement loop
bug
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Crafting queue shifts list layout on click
When clicking "Craft," the queue item is added and the crafting list shifts down, breaking rapid re-clicking of "Craft Again." Crafting slots should always be visible (empty slots shown as inactive/placeholder) so the list height remains stable regardless of queue state.
bug
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Buried Workshop not granting new crafting slot
Player unlocked Buried Workshop but did not receive the expected additional crafting slot. Likely a save migration issue β€” when updates are pushed, existing saved progress may not correctly receive upgrade rewards. Investigate whether upgrade/unlock rewards are properly applied during save migration.
bug
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Bottom menu bar clipped on iPhone
Menu bar is clipped at the bottom on iOS Safari. Need to apply safe area insets (`env(safe-area-inset-bottom)`) to the bottom navigation/menu bar component to respect the iPhone home indicator area.
bug